Navigation
API > API/Runtime > API/Runtime/Engine
| Name | FStaticMeshCompilingManager |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/StaticMeshCompiler.h |
| Include Path | #include "StaticMeshCompiler.h" |
Syntax
class FStaticMeshCompilingManager : private IAssetCompilingManager
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FStaticMeshCompilingManager() |
StaticMeshCompiler.h |
Structs
| Name | Remarks |
|---|---|
| FFinishCompilationOptions |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasShutdown | bool | StaticMeshCompiler.h | ||
| Notification | TUniquePtr< FAsyncCompilationNotification > | StaticMeshCompiler.h | ||
| PostReachabilityAnalysisHandle | FDelegateHandle | StaticMeshCompiler.h | ||
| RegisteredStaticMesh | TSet< TWeakObjectPtr< UStaticMesh > > | StaticMeshCompiler.h | ||
| ReverseDependencyLookup | TMap< TWeakObjectPtr< UStaticMesh >, TSet< TWeakObjectPtr< UStaticMesh > > > | StaticMeshCompiler.h | ||
| StaticMeshesWithPendingDependencies | TSet< TWeakObjectPtr< UStaticMesh > > | StaticMeshCompiler.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddStaticMeshes
(
TArrayView< UStaticMesh*const > InStaticMeshes |
Adds static meshes compiled asynchronously so they are monitored. | StaticMeshCompiler.h | |
void AddStaticMeshesWithDependencies
(
TArrayView< UStaticMesh*const > InStaticMeshes |
Adds static meshes (with dependencies that are still compiling) compiled asynchronously so they are monitored. | StaticMeshCompiler.h | |
void FinishCompilation
(
TArrayView< UStaticMesh*const > InStaticMeshes, |
Blocks until completion of the requested static meshes. | StaticMeshCompiler.h | |
EQueuedWorkPriority GetBasePriority
(
UStaticMesh* InStaticMesh |
Returns the priority at which the given static mesh should be scheduled. | StaticMeshCompiler.h | |
int32 GetNumRemainingMeshes() |
Returns the number of outstanding texture compilations. | StaticMeshCompiler.h | |
FQueuedThreadPool * GetThreadPool() |
Returns the threadpool where static mesh compilation should be scheduled. | StaticMeshCompiler.h | |
bool IsAsyncCompilationAllowed
(
UStaticMesh* InStaticMesh |
Returns if asynchronous compilation is allowed for this static mesh. | StaticMeshCompiler.h | |
bool IsAsyncCompilationCancelable() |
Returns true if the cancelation feature is currently activated. | StaticMeshCompiler.h | |
bool IsAsyncStaticMeshCompilationEnabled() |
Returns true if the feature is currently activated. | StaticMeshCompiler.h |
Overridden from IAssetCompilingManager
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void FinishAllCompilation() |
Blocks until completion of all async static mesh compilation. | StaticMeshCompiler.h | |
virtual void Shutdown() |
Cancel any pending work and blocks until it is safe to shut down. | StaticMeshCompiler.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FStaticMeshCompilingManager & Get() |
StaticMeshCompiler.h | ||
static FName GetStaticAssetTypeName() |
Get the name of the asset type this compiler handles | StaticMeshCompiler.h |